sets the offset for the event icons in your hud, negative values move it downward, positive values move it upward

persistent engine float

-1..1

0.3f

eventscale<value>

sets the scale of event icons that appear in your hud

persistent engine float

1e-4f..1000

2.5f

firstpersonfov<angle>

determines the size of the field of view in first person mode

persistent engine integer

90..150

100

followaiming<value>

determines aim direction when following a player 0 = don't aim, &1 = aim in thirdperson, &2 = aim in first person

persistent engine integer

0..3

1

followdead<value>

0 = never, 1 = in all but duel/survivor, 2 = always

persistent engine integer

0..2

1

fullbright

hides lightmap for all textures if enabled

engine integer

0..1

0

fullconblend<value>

sets the opacity of the "full" console, this is when the console is open, and includes obituaries and affinity events. (flag, bomb) excluding those two elements, conblend takes precedence over this variable, yet only affects everything else

persistent engine float

0..1

1

grassblend<value>

sets the opacity of grass

world engine float

0..1

1

grasscolour<red> <green> <blue>

sets the colour of grass

hex world engine integer

0..0xFFFFFF

0xFFFFFF

grassdist<value>

sets the distance at which grass becomes visible

persistent engine integer

0..10000

256

grassheight<value>

sets the height of grass

world engine integer

1..64

4

gravity<value>

gravity

world engine float

0..1000

50.f

hasoctapaks<value>

mega hack; try to find Cube 2, done after our own data so as to not clobber stuff

engine integer

1..0

0

healthbgtex<value>

determines what image is used for the background of the healthbar

game-preloaded persistent engine texture

n/a

"<grey>textures/healthbg"

hudblend<value>

sets the opacity of the entire hud as a whole, this includes both consoles, mouse pointer, and inventory

persistent engine float

0..1

1

hudsize<value>

sets the size of the entire hud as a whole, this includes both consoles, menus, inventory, etc

toggles the colour of the weapon icons in the weapon bar; 0 = no colour at all, 1 = only weapon icon is coloured, 2 = both weapon icon and slot number are coloured

persistent engine integer

0..2

2

inventoryglow<value>

sets the size of the "glow" in the inventory, the "glow" is the splatter/explosion image behind inventory items

persistent engine float

0..1

0.05f

inventoryhealth<value>

0 = off, 1 = text, 2 = bar, 3 = bar + text

persistent engine integer

0..3

3

inventoryhealthbarbottom<value>

ends at this offset

persistent engine float

0..1

0.0859375f

inventoryhealthbartop<value>

starts from this offset

persistent engine float

0..1

0.09375f

inventoryimpulsebarbottom<value>

ends at this offset

persistent engine float

0..1

0.0859375f

inventoryimpulsebartop<value>

starts from this offset

persistent engine float

0..1

0.171875f

inventoryimpulse<value>

sets how the impulse meter is displayed; 0 = do not show at all, 1 = show textual percentage, 2 = show a bar meter

persistent engine integer

0..2

2

inventorysize<value>

sets the size of the inventory as a whole

persistent engine float

0..1000

0.06f

inventorystatus<value>

0 = off, 1 = text, 2 = icon, 3 = icon + tex

persistent engine integer

0..3

3

inventorytone<value>

sets the tone of various inventory elements; 0 = no colouring at all, 1 = uses the colour of your profile colour, 2 = uses team colour, this includes grey when you are neutral., 3 = uses team colour, but only for team games. when neutral, your profile colour is used., 4 = uses profile colour, but only for team games. when neutral, grey will be used

hex persistent engine integer

-CTONE_MAX..0xFFFFFF

-CTONE_TEAM-1

inventoryweapids<value>

sets how to display the slot number of the weapons in the weapon bar; 0 = do not show, 1 = do show, 2 = unknown